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Messages - Dariush

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271
Complexes are a trade off between Time and Vp. They only require a single build action to create (and staff with the Build phase bonus), which makes them more time efficient. The downside is the loss of VP. Early on, you're generally better off building the buildings one at a time. Near the end game, though, when time constraints become more important and resources are abundant the ability to effectively build two buildings at the same time becomes much more powerful.
I still think they should be buffed, even if only a bit. Maybe substract one resource from the cost?

272
Farms: +1 Food
Harvester:  -1 Food, +1 Raw Res. (RR)
Colonial Center: -1 Food, +2 Wealth
Production bonus: +1 W

Kashyyk: +3 Wealth, -1 RR
Space Station: +1 Basic Machine (BM), +1 Food, -9 Wealth

Net result: -3 W, +1 BM

Kashyyk, I'm willing to trade for 3 wealth.

Also, Meph, did you actually nerf complexes by making them look like two separate buildings stuck onto each other that produces less end VP than the original buildings together?

273
Uh, isn't the whole purpose of test games to test stuff you're going to implement in the final game?

274
Actually, I was thinking about downscaling everything in such a way that the top speed is 9 tiles orthogonally, 6 tiles diagonally. Obviously, the map would be somewhat larger.

Alternately, go hexes. Everyone loves hexes.

275
Mafia / Re: Revolution II - The Fires of Rebellion: Game Over!
« on: July 28, 2013, 02:22:34 am »
However, now would be a good time to discuss things about the setup if you have any ideas that would help out!
Firstly and most importantly: let town make at least one mistake on the last day. Decide whether there are two or three spies and balance the mission requirements accordingly. For eight players, I'd have removed one spy and made fourth mission require a single sabotage.

Dariush:
It was still a dick move to stop responding to my posts.  I might of made a mistake when spelling your name wrong, but I doubt you could of proven it as a scummy reaction.  I'm just sad that you didn't even try.  The end of that game really was boring.
I play to win, not not be a dick. :P If the game was already decided (as it was for a long time), there really is no point in posting.
Don't let Remuthra play.
If we start banning people from playing, we have plenty of higher-priority candidates. Like PotL, who has a nifty 100% replacement request rate. Or IG, who is IG.

Bah. Yeah, my play was pretty bad. Although,
Occam's Razor argument was incredibly idiotic.
I'll say this again. It wasn't an argument. It was musing.
I'll say this again. Pouring your thoughts into text might be a good idea, if you are into it. Just press Ctrl+A and then Delete after doing so instead of Ctrl+W to post.

276
I'm pretty sure the issue is that you travel just as far north if you head north-east rather than heading directly north.
This. It is the main problem with the square grid.

277
Mafia / Re: Revolution II - The Fires of Rebellion: Game Over!
« on: July 27, 2013, 02:14:06 pm »
Spoiler (click to show/hide)
Okay, not really. I joined this game in hopes for a cakewalk, I got a cakewalk. First of all, as everyone already said, the setup is ridiculously, unbelievably unbalanced. Blindly ripping off boardgame's rules is not a good move. Far from it. Secondly, town was rather bereft of experienced players (with the exception of Tiruin). Town couldn't agree about anything at all, lurking was abundant and Birdy didn't do nearly enough about it. I was highly suprised when nobody picked up on NQT blatantly telling his teammates how to avoid sabotage clashes. I was actually about to accuse him myself, but then decided that the townie points this move would gain me aren't worthy of losing a teammate.

Now, regarding individual people:
Birdy - excellent writer, except for one major problem, and specifically handling replacements. 'They were wounded, left and were replaced'? A major suspension of disbelief violation right there. As a mod, however... well, let's just say you have to improve a lot. Major points: not listening to people telling you your setup is broken and proposing ways to fix it and not sending enough prods.
Nerjin - 5/5, no question.
NQT... At first I was like
Spoiler: this (click to show/hide)
, then I was like
Spoiler: this (click to show/hide)
and at the end I was like
Spoiler: this (click to show/hide)
. I don't think an explanation is needed.
Tiruin - 1/5. I was highly disappointed by his passivity and the 'how many spies were there?' comment would have marked him as scum had I not needed someone to call town. :P
GP - 4/5. Very well played, especially considering his lack of experience. The scummiest thing was intentionally getting my name wrong. That was seriously a bad move. Also, most of the points I mentioned in the post where I outlined my case on you are entirely valid - for example, you did twist my words regarding NQT.
Lenglon - 4.5/5. Would have been perfect if it wasn't for the power trip accompanied by WoTs I didn't even read at the end. Also a couple of fallacies (like the fact that I knew the second mission was going to be sabotaged (although true, it wasn't sound :P)), but nothing a couple more games won't fix.
GD - 2.5/5. The probabilities calculation was pointless... and I can't recall anything else. I don't remember any strong cases, whether right or not, for the entire game. Tolerable considering your newness, though.
TWS - 2.5/5. Occam's Razor argument was incredibly idiotic. Picking up on Tiruin's question was a good thing, though. Similarly to GD, nothing outstanding that I remember and if it wasn't for good votes lately it would have been 2/5.

Btw, my first team was truly random. If it didn't have at least one scum, I'd have used a different generator to reroll. :P

278
Why would you want hexes? Their movement is even sharper and you lose two possible directions. Also makes moving in straight lines more difficult.
Because 1) It would make turning a full circle take only six turns and not eight and 2) it gets us rid of the diagonals-on-the-square-grid problem. And it only makes movement more difficult to north and south, but why would that matter?

Alternately, if you're dead set on sticking with squares, consider making each tile span two abstract 'units' orthogonally and three units diagonally, with speed being expressed as multiples of six units. Thus, the minimum speed of 6 would allow one to move either two tiles diagonally or three tiles orthogonally, second speed of 12 is four/six and so on. What do you think about this?

279
We have uses for it in the coming game, underhang guns, bomb bays for fly overs, drop pods, etc. It's just not used now.
Well, okay. But we don't really need to turn the ship vertically to use any of those things, do we?
Also, that sector you made works great...until you need to rotate it at odd angles, Try making a really good sector with everything laid out and then using an image editor to rotate it 15 degrees and watch everything get distorted.
Why not simply redraw it?
Also wasn't this originally about making cannon sweeps a thing?  Because if you just want to have that sort of "anything that gets within that 45 degree sweep as you first start moving" thing be a thing, thats a lot more doable.
Cannon sweeps are a must. Gridless space is a want. :)

If you are so vehemently pro-grid, maybe at least switch over to hexes? Pleeeease? ^_^

Also, definitely re-in.

280
I'll reserve an expert, grab a skilled (duh) and build a harvester, then during organization I'll swap the unskilled in CC for the skilled I just got.

281
Huh, I could've sworn it was night already. In case anyone cares, I was struck down with a severe case of Civ5:BNWitis.

GP: if you are posing correctly spelling my name as a favour, in exchange for which you want something, you can go riiight back to fucking yourself.

Since my last post, absolutely nothing worthy of a comment has happened. I said everything I had to say. I just want to have this game over with.

282
I've never played Warhammer or anything even remotely similar (well, Mark of Chaos on PC doesn't really count :P).

It's not currently used, but an airship game without vertical movement seems kinda...lacking to me.
Then why implement it if you have no use for it?

As for the sectors: the shitty diagram I made took me about 20 seconds in Paint: I drew a circle and then erased the unnecessary part. It could probably be done with an arc, but that was the first time I used Paint in W7 and I didn't want to experiment. I don't see any problem there.

As for the measurements, just make notches down the side of the sectors, with distance between two notches being equal to one 'tile'. It should be visually obvious into which subsector the target falls.

As for the targeting, I envisioned there just being a straight like coming out of the front of the ship and players stating a rough offset in degrees and the direction of the offset. I doubt anyone will want divisions more complex than 'halfway between the center line and the right side of the sector', anyway.

283
Oh, we were already supposed to send in phases?

...And nobody cooperated, just as usual. Why am I not even surprised...

284
Daruish
ARGHBLARGHWhy is it so hard for people to not make mistakes in my name? It's just seven letters, no unpronounceable combinations. WHYYYYY

I could do this:

Team picks their designated pilot. I roll them against each other, whoever wins is the rammer, and loser is ramme. I put you one turn out from hitting-give everyone time to get ready, grab what they want, etc.- and then we hit and shit goes nuts.

Show of hands?
So... we can totally be rammed by a ship with demolished controls? Heeeeeeeeeeell no. Let's just instead simulate boarding.

Also, since the need of sleep in no way means I withdraw my argument, regarding gridless space: maybe completely remove 3D and do plain free 2D? How is the third dimension currently used, anyway?

285
For the record, the instant turns are (semi?-)justified by the Lodestones. I can believe that they could turn nearly instantly, or rather close enough to prevent aiming of cannons during a turn. It makes as much sense as anything else that lets us turn that fast.
You forget about inertia.
Quote
The game rules are an abstraction. They also don't implement, for example, us having internal organs, but that doesn't mean we don't have them.
Doesn't change the way it feels. Currently it feels very separated. And when you have rules contradict the feel of the game, without changing the reason for why it feels that way, immersion suffers.
Wait, weren't you advocating for a square grid just now?
Quote
The ranges would be indicated either by sectors (for MGs) or by straight lines (for cannons). Is the enemy ship inside this sector? If yes, it can be fired upon. Pretty easy, if you ask me.
You forgot the difficulty increase as the range does and the special effects and the obstacles.
I still entirely fail to see the problem. More range = larger sector. Obstacles = ...uh, it's easier to draw.
Spoiler (click to show/hide)
So what is the problem?

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